﻿//using System;
//using System.Collections.Generic;
//using Brouteforce.managers;
//using Brouteforce.utilities;
//using Microsoft.Xna.Framework;

//namespace Brouteforce.gameObjs.gamePiece {
//    public class SuicideBomber : GamePiece {

//        //both not used for now
//        public int ExplosionPower;
//        public int ExplosionDistance; // rectangle ?


//        public SuicideBomber(int speed, int light, int life, int power, Tile initialTile, int belongsToPlayer)
//            : base(
//                speed, light, life, power, new Sprite(BFGame.TileSuicideBomber, initialTile.Sprite.Location.Position),
//                belongsToPlayer) {
//        }


//        /*
//        public SuicideBomber(Vector2 pos, int steps) {
//            Sprite = new Sprite(GameLoop.Player, new Rectangle((int)pos.X, (int)pos.Y, GameLoop.Player.Width, GameLoop.Player.Height));
//            NumberOfMovesLeft = steps;
//        }
//         * */



//        public override void Fire(Tile fromTile, Tile toTile)
//        {
//            /*
//            Vector2 surroundingTile = new Vector2(fromTile.XIndex,fromTile.YIndex);

//            surroundingTile.Y = surroundingTile.Y - (int)Math.Ceiling(((double) Light) / 2);
//            surroundingTile.X = surroundingTile.X - (int)Math.Ceiling(((double) Light) / 2);
//            if (surroundingTile.Y < 0)
//                surroundingTile.Y = 0;
//            if (surroundingTile.X < 0)
//                surroundingTile.X = 0;
//            */
//            List<Vector2> surroundingTiles = WorldManager.HighlightBackUp;

//            foreach (Vector2 surroundingTile in surroundingTiles)
//            {
//                Tile computetTile = WorldManager.GetTileAt(surroundingTile);

//                    GamePiece opponentGamePiece = WorldManager.GetOpponentGamePieceFromTile(computetTile);
//                    if (opponentGamePiece == null) continue;
//                    double chance = ComputeChances(fromTile, computetTile);
//                    if (Randoms.IsLucky(chance))
//                        PlayersManager.DecreaseLife(opponentGamePiece, Power);
//            }

//            PlayersManager.DecreaseLife(this,Life);

//            /*
//            for(int i = 0 ; i < Light ; i++)
//            {
//                surroundingTile.X += 1;
//                if (surroundingTile.X < 0)
//                    continue;
//                for (int j = 0; j < Light; j++)
//                {
//                    if (surroundingTile.Y < 0)
//                        continue;

//                    surroundingTile.Y += 1;
                   
//                    }
//                }
//               */

//        }

//        public override void MousePassedOnTile(Tile tile) {
//            //throw new NotImplementedException();
//        }


       
//        protected override void InnerUpdate() {
//        }

//        public override void Draw(int x, int y) {
//            Sprite.Draw(x, y);
//        }
//    }
//}